Experimenting with bumpmaps

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Experimenting with bumpmaps

Postby Strahlemann » Fri Jan 29, 2010 1:24 am

As q3map2 allows to calculate bumpmapped lightmaps if normalmaps for the textures are available, and since the external lightmaps allow for large detailed lightmaps, i started to think what it would look like if both techniques are combined for some very crisp lightmaps.
So i started with a little testmap to see what is possible.
I used this shader for the bricks
Code: Select all
textures/e7/e7bricks01
{
   qer_editorimage textures/e7/e7bricks01.tga
   q3map_lightmapsamplesize 1x1
   q3map_normalimage textures/e7/e7bricks01_normal.tga
   {
          tcgen lightmap
          map $lightmap
          rgbGen identity
        }
   {
   map textures/e7/e7bricks01.tga
   blendFunc filter
   }
}

The images on the left side are are using q3map_lightmapsamplesize 2x2. The ones on the right are using q3map_lightmapsamplesize 1x1 (like in the shader above). Both versions used -lightmapsize 1024. -lightmapsize 512 blurred most of the small details (resembling the results on the left side).

Image

The first thing you'll mention on the non-deluxe version is that there are nice bumpy details on the right side, while on the left side, using samplesize 2x2, nearly all of the details are washed out. So this is definitely an improvement. If you compare both deluxe versions, the differences are a lot less visible but the highlights on the bricks on the right side appear smoother and reach out further from the source. Also the bricks seem a little more 3d. At least they do for me ;)

So this was not enough for me and i thought "K. This looks promising. Let's try this with Farewell".
After 9 hours of compiling and 84megs of external lightmaps later this was the result:

Image

Image

At first there's hardly a difference between the non-deluxe versions, but as soon as you turn on deluxemapping you can see the differences especially at the bricks on the round patch at that very spot on farewell we all know too good ;)
Conclusion:
-Using large lightmaps and compiling with normalmaps is an improvement over what is in Nexuiz now. Visually.
-The differences are very small and are only recognizable on spots where the light hits the surface in a flat angle. 90% of the map looks effectively like the stock version.
-The size of the external lightmaps grows very large (84MB for farewell. 27MB zipped). So does the compile time (nearly 9 hours on my 5 year old pc with -light -bounce 3 -deluxe -fast -fastbounce -filter -patchshadows -samples 2 -lightmapsize 1024).

Maybe some mappers who aim for crazy detail will give this technique a try, but i doubt that this will be standard, since the filesize is ridiculously large and the benefits can easily be neglected particularly when actually playing the game ;)
Anyway, feedback is of course appreciated
Last edited by Strahlemann on Fri Jan 29, 2010 12:31 pm, edited 2 times in total.
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Re: Experimenting with bumpmaps

Postby lda17h » Fri Jan 29, 2010 8:23 am

looks awesome :D
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Re: Experimenting with bumpmaps

Postby C.Brutail » Fri Jan 29, 2010 12:55 pm

Wow, thank you for the nice article!
One thing is not clear for me though: so, it's only external lightmap? In that case, imho it'd worth the compile time to recalculate all the maps like this, and maybe release an extra-high quality ightmap pack.
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Re: Experimenting with bumpmaps

Postby paperclips » Fri Jan 29, 2010 2:10 pm

oh that is perdy! :D
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Re: Experimenting with bumpmaps

Postby Strahlemann » Fri Jan 29, 2010 2:47 pm

@MrBrutail: yes it's only the external lightmap that has changed. But i dunno if you can exchange the lightmap by just copying the new one over, since it's lightmapsize 1024 and the stock one is 512. Anyone knows?
And the larger problem i see is not the compile time, but to find someone who is willing to do all the normalmaps and bumpmaps for all the textures left...
Having good bumpmaps and normalmaps would also improve the appearence with deluxemapping, and thus the difference made by the "lightmap-bumpmapping" would be even less recognizable.
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Re: Experimenting with bumpmaps

Postby tZork » Fri Jan 29, 2010 3:08 pm

If it was only the size it could be possible, but since the samplesize is changed too the mapping will be different and definitely incompatible.

Interesting article Strahlemann, i do agree that it hardly seem worth the effort for this alone, if you need super detailed shadow maps anyway, this could add a bit of extra flavor maybe.. but also keep in mind this will chug down even more gpu memory, without deluxemap capability id see a use for it, with.. cant say i do. IMO, better off spending the effort in making the normals for the textures look great (and have a good alpha channel for displacement) insted
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